-Elemental Adept: Spells that deal one of acid/cold/fire/lightning/thunder ignore resistance, and you can treat rolled 1’s as 2’s for those spells.
-You can always remember the layout of the region and can usually find food and water for six people.
-Understand a secret druid language
-Regain half your lvl worth of spell slots after a short rest
-Can climb trees
-Advantages on checks dealing with smell
-Can't cast spells in this form
Hunting trap, staff, set of travelers clothes, belt pouch, scimitar, leather armor, explorers pack, druidic focus
- Gust: Range: 30 feet Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
- Thunderclap: Range: Self (5-foot radius) You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
Level 1 (4)
-Absorb Elements: Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
-Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 fe
-Cure wounds: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
-Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.
Level 2 (2):
-Moon Beam: A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
-Flame Blade: You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Bowme is in his mid 30’s and has lived most of his life in the forest. He tends to find nature relaxing and prefers to spend most of his time meditating. Recently he has found himself spending more time within cities telling his crazy stories to locals at taverns. People find his stories intriguing, he just enjoys the company.
His early childhood is somewhat a mystery to him. He can’t seem to remember who his parents were or where he came from. Everytime he tries to remember, he gets glimpses of a town from atop a hill but nothing more. He wants so badly to remember what happened and why he forgot.
For as long as Bowme can remember, he has also been experiencing blackouts. He is unaware that he is actually a werebear. Bowme thinks that he is just passing out, and sleep walking to new locations. He refers to them as walkabouts and thinks that its nature guiding him to a new place.
His werebear is completely aware of his human form and possesses a completely different personality. While in his human form, he is friendly and a pacifist (More of a hippie). His bear form is rude, prefers to be alone, and will kill if necessary (recluse).
*Must make a check Every 12 hours (or at DM's desire) to stay in human form. If DM decide he fails, he will become tired and turn into a werebear. This process takes 3 mins. He has approximately 1 min to find a place to "nap" or he just falls unconscious
6’ 0” tall medium build with a scruffy beard. Eyes green as the grass and a large scar stretches across his neck. His hair sticks out from his knit hat and is brown with streaks of bright blonde coming through from being in the sun most of his life. His clothes look worn along with his boots. On his shoulders sits his backpack and at his hip an old looking scimitar. The scimitars handle is made of yew wood and has carvings in it. The blade looks old, but made of high quality metal and also has a message inscribed in a secret druid language. The message is a prayer that says “Blessed Mother, come to me, and cast your lovely, golden light. Give light to earth that I may see your glory shining ever bright. Triple Kindred, Blessed Be, and true well met, my soul's delight!”. Around his neck is a pendant of a bear with initials carved in the back.
Features: Cleric Features: • Cleric Archetype: Life • Healing spells of at least 1st level heal an additional 2 + spell level • Healer: You can use a healer's kit to heal a creature 1d6 + 4 hp as an action, and a dying creature you stabilize gains 1 hp • Turn Undead (see rules) • Preserve Life (see rules)
chain mail shield mace explorer's pack holy symbol
Alrighty everyone so game plan. Since I only have 2 characters and of those 2, 1 has a backstory. I will be pushing the start date to 4/22. This will give everyone time to make a character and post it on here. Designated Healer will also be joining us (check chat room).
Rollback Post to RevisionRollBack
PbP Character: Stribog Northson(Zendikar/Eberron) "Why chase them when a bolt of lightening goes so much faster"
PbP Character: Vilk Dusza (The Peak's of Winter's Hold)
Features: Elf features and monk features, monk archetype elements : leaping flame
Equipment:short sword dart 10 unarmed strike explorer's pack set of travelers clothes pouch violin 8gp
SPELLS PREPARED: None
Short description 6,1 dirty blonde with angular elvish features strong chin sharp nose green eyes 45 yrs
BIO: Elias believes in a connection between all things. He carries a short sword, but only willing to use it on enemies that really earn his ire. He has studied many religions and likes to see some truth in all of them.
He believes people are responsible for their own actions, but that fate has a hand in triumph and adversity. He allows for redemption among fallen comrades and enemies that show true remorse and a wish to change
He easily get along with other monks or people devoted to knowledge and peace, but he has no real family left living.
He wears his emotion on his sleeve and has trouble deceiving the innocent or good.
He seeks knowledge and wisdom, willing to learn from a worthy teacher. He hunts two legendary weapons the Moshae's Decree a short sword and the Grandmaster's Rebuke a magical stave